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As you enter what is left of the rundown temple of
Kelemvor, you feel a strange wave of warmth pass
through your body.
Adventure Hook
If you want to play “The Crypts of Kelemvor” as a side
trek in a larger adventure, you can look for ways to
tie the quest into that adventure. Whatever way you
customize it, the characters are approached by an
acolyte of Kelemvor petitioning for aid to the temple.
A token payment of 20 gp is offered, in addition to free
travel and food—and the promise of burial if things go
badly. But of more interest to adventurers is the acolyte’s
promise that any gems, magic, or other wealth found
within the crypts can be kept, since the dead no longer
need such things.
Treasure
Within the knapsack, the characters find a potion of
healing that has the scent of brandy.
Treasure
The sarcophagus is set with four large sardonyx
gemstones worth 10 gp each, all of which can easily be
pried out.
Spider Hunt
The side chamber is the nest of three giant wolf
spiders, all of which attack at once. For a 4th-level party,
give each spider 18 hit points. For a 5th-level party, give
each spider 23 hit points.
If any spider is reduced to 5 or fewer hit points,
it scrambles to the back of the side chamber and
disappears up one of several rough, narrow tunnels
leading to the creatures’ hunting grounds on the surface.
Treasure
The broken sarcophagus holds three tattered devotional
scrolls (worth 10 gp total to a temple), and a silver
necklace featuring a symbol of Torm (50 gp).
Area 8: Chapel
The characters are likely to see this area in two
stages, interrupted by a fight with the chapel’s skeletal
guardians.
Wandering Skeletons
The six skeletons in the initial part of the room attack
any creatures they can see, and should interfere with
the characters’ attempts to claim the broken seal or
push farther into the room.
For a 4th-level party, use eight skeletons. For a
5th-level party, use fourteen skeletons.
Moving On
A successful DC 11 Wisdom (Perception) check notes a The eastern arm of the intersection leads to a collapsed
number of broken crossbow bolts around the southwest section of hallway that can’t be dug out. To the west is a
column and the southern wall of the initial chamber. portcullis and a lever, with stairs seen just beyond. The
This might offer the players a hint of the trap beyond. portcullis is already open. Any check made to search it
reveals that it is wedged with a spike so that it cannot
Crossbow Trap
be closed.
The north-leading hallway is set with a series of
pressure plates in the floor, in the area between the
triangles appearing on the map. The plates are made
Area 11: Faintly Lit Stairs
of iron concealed under years of dust and rubble, and
can be spotted with a DC 15 Wisdom (Perception)
A set of stone stairs leads down to a landing, then turns
check. Characters not spotting the trap will step on the
pressure plates, causing four crossbow bolts to be fired to the north. From beyond the bend, a faint rise of
through holes in the north wall. Any characters in the flickering light intermittently dances across the walls.
hallway or the eastern part of the initial chamber have
Friend or Foe?
This encounter can go a number of different ways, weapons and armor, three potions of healing, coins and
depending on whether the characters try to ally with the gems worth 45 gp, and one uncommon consumable
Grave Robbers, attempt to see them punished for their magic item of your choice.
desecration of the crypts, or treat them as a direct threat
and try to kill them outright.
Area 13: Final Crypt
If the characters try to broker a deal with the group,
use roleplaying and DC 14 Charisma (Persuasion)
A low-ceilinged chamber holds a statue of Kelemvor in
checks to determine their success. The Grave Robbers
are opportunistic but honest, and are happy to work the northeast corner, with a large chest before it and
with the characters to get through to the next chamber a broken seal at its feet. A single ornate sarcophagus
in exchange for a fair split of any treasure found there. stands to the west, with a dusty open book set on one of
If the characters decide to fight the Grave Robbers—or four small plinths that surround it. A dead body sprawls
if they fail badly at persuasion or try to intimidate the
before the sarcophagus, whose sides are marked with
NPCs—the three are a potent threat.
If the characters want the Grave Robbers punished, skulls and whose engraving carries an arcane flavor not
the NPCs can be rendered unconscious if defeated, seen in the previous crypts.
then tied up for delivery to Soulhearth when the
adventure is done.
With a successful DC 13 Intelligence (Arcana or
Warded Door History) check, a character recognizes that the
Pulling on the lever of the stone door in this chamber sarcophagus’s inscriptions are Thayan in nature. A
has no effect as long as the powerful magical wards are character with a background related to Thay knows this
in place that hold the door shut. A detect magic spell automatically.
or similar effect, or a successful DC 15 Intelligence The book on the plinth is a dusty prayer book left
(Arcana) check, reveals that two separate magical here by the Kelemvorites, and worth 10 gp to a temple.
wards seal the door. The door can be forced open with The body is an acolyte who died in this place during an
a successful DC 30 Strength check, or its wards can be earlier rising of undead.
undone with two knock spells.
A character who studies the door and succeeds on
Vengeful Undead
A long-dead mage in the sarcophagus has been raised
a DC 13 Intelligence (Investigation) check senses that
as a flameskull and woken from its undead slumber
its magic feeds into the room in some way—a clue that
by the opening of the door into this area. Seeking
lighting the brazier also unseals the door’s magical
freedom, it starts to hammer against the lid of its coffin.
locks. When the brazier is lit, a pulse of light at the door
If the characters lift the sarcophagus lid, the flameskull
announces that the wards have been disabled. Pulling
attacks at once. If they do not, it casts lightning bolt
the lever then opens the door.
(which it has prepared instead of fireball) to blast the
Treasure sarcophagus open before it attacks. Any characters
If the characters fight and defeat the Grave Robbers, within 10 feet of the sarcophagus must succeed on a
they can claim their gear and treasure—mundane DC 12 Dexterity saving throw or be struck by shattered
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)
Illumination. The flameskull sheds either dim light in a 15-foot Web Sense. While in contact with a web, the spider knows
radius, or bright light in a 15-foot radius and dim light for the exact location of any other creature in contact with
an additional 15 feet. It can switch between the options as the same web.
an action. Web Walker. The spider ignores movement restrictions caused
Magic Resistance. The flameskull has advantage on saving by webbing.
throws against spells and other magical effects.
Actions
Rejuvenation. If the flameskull is destroyed, it regains all its hit Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
points in 1 hour unless holy water is sprinkled on its remains Hit: 4 (1d6 + 1) piercing damage, and the target must make a
or a dispel magic or remove curse spell is cast on them. DC 11 Constitution saving throw, taking 7 (2d6) poison damage
Spellcasting. The flameskull is a 5th-level spellcaster. Its on a failed save, or half as much damage on a successful one.
spellcasting ability is Intelligence (spell save DC 13, +5 to If the poison damage reduces the target to 0 hit points, the
hit with spell attacks). It requires no somatic or material target is stable but poisoned for 1 hour, even after regaining hit
components to cast its spells. The flameskull has the following points, and is paralyzed while poisoned in this way.
wizard spells prepared:
Cantrip (at will): mage hand Ogre Zombie
1st level (3 slots): magic missile, shield Large undead, neutral evil
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball Armor Class 8
Hit Points 85 (9d10 + 36)
Actions Speed 30 ft.
Multiattack. The flameskull uses Fire Ray twice.
STR DEX CON INT WIS CHA
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. 19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)
Hit: 10 (3d6) fire damage.
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Giant but can’t speak
Challenge 2 (450 XP)
Actions
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Actions
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
zombie under the wight’s control, unless the humanoid is
restored to life or its body is destroyed. The wight can have no
more than twelve zombies under its control at one time.
Actions Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one Multiattack. The scout makes two melee attacks or two
target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) ranged attacks.
bludgeoning damage if used with two hands. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Gromlik Three-Teeth Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
(Knight) one target. Hit: 6 (1d8 + 2) piercing damage.
Medium humanoid (any race), any alignment